Assign Unit at K11 to Farmer class
Unit at K11: Raise Skill to level 1. Pay $N25
Proximity between K11 and J10
I'm not really sure what I want to do with my turn. Farmers seem broken now that we can score proximity points on every player's turn, but I don't have much incentive to fix that since I'm the first one to get a farmer. Maybe I could add a way to get food, but that would probably involve further buffing farmers, which might not go over well. Maybe adding a shelter requirement and a class that can build houses? The intent would be that maybe 2-4 players or so would go for the carpenter class, then sell/rent out houses to other players and make money that way, while maybe other players (after farmers are changed to give players food instead of just points, since that will probably happen) make money selling food.
Okay now I'm coming up with ideas, let's try something like this:
At the end of the meteorologist's turn, he rolls one D5; the result will be called the weather intensity. The player before the current meteorologist in the turn order becomes the new meteorologist (and the previous meteorologist no longer keeps that title). At the end of a player's turn, any of his units which is not inside a house of protection level greater than or equal to the weather intensity dies and is removed from the board; unless the weather intensity is 1, in which case all units are safe. If the weather intensity does not already have a value, it is assigned the value 1. If no meteorologist exists, WalrusMcFishSr becomes the meteorologist (choosing him because he has the last turn before me so that gives us time to prepare).
(Maybe as a separate rule number:) "Carpenter" is a class that can be assigned to units. A unit with the carpenter class can post the bold command "Build house at XX" to build a house with protection level 2 at XX, where XX denotes a position on the board. Additionally, a carpenter can post the bold command "Upgrade house at XX" to increase the protection level of the house by 1. The number of IP's and Nomic Dollars that building/upgrading a house costs is dependent on the Carpenter's skill level, as shown in the following table: [I would come up with numbers here if we were going to do this proposal].
So I think that's clear, is that something people would like? Basically every n-1 turns, the weather changes, where n is the current number of players. I don't want it to change on the same person's turn every time because I expect it will be harder for people going immediately after the meteorologist (anyone have a better word for that role?) to find shelter right away. Also, having units die as a result of not meeting shelter requirements is probably too harsh. Maybe instead the player just loses VP or money or something?
Or is there something simpler I should be doing with my turn? Did we ever end up doing the "pay N$10 for a fifth IP, N$20 for a sixth, etc." thing? That was something I wanted that I think we could do if we didn't do it already (I haven't been following along too closely)...